	var noise = getNoiseHelper();
	var xData = [];
	var yData = [];
	noise.seed(Math.random());
	function generateData(theta, min, max) {
	    var data = [];
	    for (var i = 0; i <= 200; i++) {
	        for (var j = 0; j <= 100; j++) {
	            // var x = (max - min) * i / 200 + min;
	            // var y = (max - min) * j / 100 + min;
	            data.push([i, j, noise.perlin2(i / 40, j / 20) + 0.5]);
	            // data.push([i, j, normalDist(theta, x) * normalDist(theta, y)]);
	        }
	        yData.push(i);
	        xData.push(i);
	    }
	    return data;
	}
	var data = generateData(2, -5, 5);
	
	option = {
	    tooltip: {},
	    grid: {
	        right: 10,
	        left: 140
	    },
	    xAxis: {
	        type: 'category',
	        data: xData
	    },
	    yAxis: {
	        type: 'category',
	        data: yData
	    },
	    visualMap: {
	        type: 'piecewise',
	        min: 0,
	        max: 1,
	        calculable: true,
	        realtime: false,
	        splitNumber: 8,
	        inRange: {
	            color: ['#313695', '#4575b4', '#74add1', '#abd9e9', '#e0f3f8', '#ffffbf', '#fee090', '#fdae61', '#f46d43', '#d73027', '#a50026']
	        }
	    },
	    series: [{
	        name: 'Gaussian',
	        type: 'heatmap',
	        data: data,
	        itemStyle: {
	            emphasis: {
	                borderColor: '#333',
	                borderWidth: 1
	            }
	        },
	        progressive: 1000,
	        animation: false
	    }]
	};
	
	
	
	///////////////////////////////////////////////////////////////////////////
	// Simplex and perlin noise helper from https://github.com/josephg/noisejs
	///////////////////////////////////////////////////////////////////////////
	function getNoiseHelper(global) {
	
	  var module = {};
	
	  function Grad(x, y, z) {
	    this.x = x; this.y = y; this.z = z;
	  }
	
	  Grad.prototype.dot2 = function(x, y) {
	    return this.x*x + this.y*y;
	  };
	
	  Grad.prototype.dot3 = function(x, y, z) {
	    return this.x*x + this.y*y + this.z*z;
	  };
	
	  var grad3 = [new Grad(1,1,0),new Grad(-1,1,0),new Grad(1,-1,0),new Grad(-1,-1,0),
	               new Grad(1,0,1),new Grad(-1,0,1),new Grad(1,0,-1),new Grad(-1,0,-1),
	               new Grad(0,1,1),new Grad(0,-1,1),new Grad(0,1,-1),new Grad(0,-1,-1)];
	
	  var p = [151,160,137,91,90,15,
	  131,13,201,95,96,53,194,233,7,225,140,36,103,30,69,142,8,99,37,240,21,10,23,
	  190, 6,148,247,120,234,75,0,26,197,62,94,252,219,203,117,35,11,32,57,177,33,
	  88,237,149,56,87,174,20,125,136,171,168, 68,175,74,165,71,134,139,48,27,166,
	  77,146,158,231,83,111,229,122,60,211,133,230,220,105,92,41,55,46,245,40,244,
	  102,143,54, 65,25,63,161, 1,216,80,73,209,76,132,187,208, 89,18,169,200,196,
	  135,130,116,188,159,86,164,100,109,198,173,186, 3,64,52,217,226,250,124,123,
	  5,202,38,147,118,126,255,82,85,212,207,206,59,227,47,16,58,17,182,189,28,42,
	  223,183,170,213,119,248,152, 2,44,154,163, 70,221,153,101,155,167, 43,172,9,
	  129,22,39,253, 19,98,108,110,79,113,224,232,178,185, 112,104,218,246,97,228,
	  251,34,242,193,238,210,144,12,191,179,162,241, 81,51,145,235,249,14,239,107,
	  49,192,214, 31,181,199,106,157,184, 84,204,176,115,121,50,45,127, 4,150,254,
	  138,236,205,93,222,114,67,29,24,72,243,141,128,195,78,66,215,61,156,180];
	  // To remove the need for index wrapping, double the permutation table length
	  var perm = new Array(512);
	  var gradP = new Array(512);
	
	  // This isn't a very good seeding function, but it works ok. It supports 2^16
	  // different seed values. Write something better if you need more seeds.
	  module.seed = function(seed) {
	    if(seed > 0 && seed < 1) {
	      // Scale the seed out
	      seed *= 65536;
	    }
	
	    seed = Math.floor(seed);
	    if(seed < 256) {
	      seed |= seed << 8;
	    }
	
	    for(var i = 0; i < 256; i++) {
	      var v;
	      if (i & 1) {
	        v = p[i] ^ (seed & 255);
	      } else {
	        v = p[i] ^ ((seed>>8) & 255);
	      }
	
	      perm[i] = perm[i + 256] = v;
	      gradP[i] = gradP[i + 256] = grad3[v % 12];
	    }
	  };
	
	  module.seed(0);
	
	  /*
	  for(var i=0; i<256; i++) {
	    perm[i] = perm[i + 256] = p[i];
	    gradP[i] = gradP[i + 256] = grad3[perm[i] % 12];
	  }*/
	
	  // Skewing and unskewing factors for 2, 3, and 4 dimensions
	  var F2 = 0.5*(Math.sqrt(3)-1);
	  var G2 = (3-Math.sqrt(3))/6;
	
	  var F3 = 1/3;
	  var G3 = 1/6;
	
	  // 2D simplex noise
	  module.simplex2 = function(xin, yin) {
	    var n0, n1, n2; // Noise contributions from the three corners
	    // Skew the input space to determine which simplex cell we're in
	    var s = (xin+yin)*F2; // Hairy factor for 2D
	    var i = Math.floor(xin+s);
	    var j = Math.floor(yin+s);
	    var t = (i+j)*G2;
	    var x0 = xin-i+t; // The x,y distances from the cell origin, unskewed.
	    var y0 = yin-j+t;
	    // For the 2D case, the simplex shape is an equilateral triangle.
	    // Determine which simplex we are in.
	    var i1, j1; // Offsets for second (middle) corner of simplex in (i,j) coords
	    if(x0>y0) { // lower triangle, XY order: (0,0)->(1,0)->(1,1)
	      i1=1; j1=0;
	    } else {    // upper triangle, YX order: (0,0)->(0,1)->(1,1)
	      i1=0; j1=1;
	    }
	    // A step of (1,0) in (i,j) means a step of (1-c,-c) in (x,y), and
	    // a step of (0,1) in (i,j) means a step of (-c,1-c) in (x,y), where
	    // c = (3-sqrt(3))/6
	    var x1 = x0 - i1 + G2; // Offsets for middle corner in (x,y) unskewed coords
	    var y1 = y0 - j1 + G2;
	    var x2 = x0 - 1 + 2 * G2; // Offsets for last corner in (x,y) unskewed coords
	    var y2 = y0 - 1 + 2 * G2;
	    // Work out the hashed gradient indices of the three simplex corners
	    i &= 255;
	    j &= 255;
	    var gi0 = gradP[i+perm[j]];
	    var gi1 = gradP[i+i1+perm[j+j1]];
	    var gi2 = gradP[i+1+perm[j+1]];
	    // Calculate the contribution from the three corners
	    var t0 = 0.5 - x0*x0-y0*y0;
	    if(t0<0) {
	      n0 = 0;
	    } else {
	      t0 *= t0;
	      n0 = t0 * t0 * gi0.dot2(x0, y0);  // (x,y) of grad3 used for 2D gradient
	    }
	    var t1 = 0.5 - x1*x1-y1*y1;
	    if(t1<0) {
	      n1 = 0;
	    } else {
	      t1 *= t1;
	      n1 = t1 * t1 * gi1.dot2(x1, y1);
	    }
	    var t2 = 0.5 - x2*x2-y2*y2;
	    if(t2<0) {
	      n2 = 0;
	    } else {
	      t2 *= t2;
	      n2 = t2 * t2 * gi2.dot2(x2, y2);
	    }
	    // Add contributions from each corner to get the final noise value.
	    // The result is scaled to return values in the interval [-1,1].
	    return 70 * (n0 + n1 + n2);
	  };
	
	  // 3D simplex noise
	  module.simplex3 = function(xin, yin, zin) {
	    var n0, n1, n2, n3; // Noise contributions from the four corners
	
	    // Skew the input space to determine which simplex cell we're in
	    var s = (xin+yin+zin)*F3; // Hairy factor for 2D
	    var i = Math.floor(xin+s);
	    var j = Math.floor(yin+s);
	    var k = Math.floor(zin+s);
	
	    var t = (i+j+k)*G3;
	    var x0 = xin-i+t; // The x,y distances from the cell origin, unskewed.
	    var y0 = yin-j+t;
	    var z0 = zin-k+t;
	
	    // For the 3D case, the simplex shape is a slightly irregular tetrahedron.
	    // Determine which simplex we are in.
	    var i1, j1, k1; // Offsets for second corner of simplex in (i,j,k) coords
	    var i2, j2, k2; // Offsets for third corner of simplex in (i,j,k) coords
	    if(x0 >= y0) {
	      if(y0 >= z0)      { i1=1; j1=0; k1=0; i2=1; j2=1; k2=0; }
	      else if(x0 >= z0) { i1=1; j1=0; k1=0; i2=1; j2=0; k2=1; }
	      else              { i1=0; j1=0; k1=1; i2=1; j2=0; k2=1; }
	    } else {
	      if(y0 < z0)      { i1=0; j1=0; k1=1; i2=0; j2=1; k2=1; }
	      else if(x0 < z0) { i1=0; j1=1; k1=0; i2=0; j2=1; k2=1; }
	      else             { i1=0; j1=1; k1=0; i2=1; j2=1; k2=0; }
	    }
	    // A step of (1,0,0) in (i,j,k) means a step of (1-c,-c,-c) in (x,y,z),
	    // a step of (0,1,0) in (i,j,k) means a step of (-c,1-c,-c) in (x,y,z), and
	    // a step of (0,0,1) in (i,j,k) means a step of (-c,-c,1-c) in (x,y,z), where
	    // c = 1/6.
	    var x1 = x0 - i1 + G3; // Offsets for second corner
	    var y1 = y0 - j1 + G3;
	    var z1 = z0 - k1 + G3;
	
	    var x2 = x0 - i2 + 2 * G3; // Offsets for third corner
	    var y2 = y0 - j2 + 2 * G3;
	    var z2 = z0 - k2 + 2 * G3;
	
	    var x3 = x0 - 1 + 3 * G3; // Offsets for fourth corner
	    var y3 = y0 - 1 + 3 * G3;
	    var z3 = z0 - 1 + 3 * G3;
	
	    // Work out the hashed gradient indices of the four simplex corners
	    i &= 255;
	    j &= 255;
	    k &= 255;
	    var gi0 = gradP[i+   perm[j+   perm[k   ]]];
	    var gi1 = gradP[i+i1+perm[j+j1+perm[k+k1]]];
	    var gi2 = gradP[i+i2+perm[j+j2+perm[k+k2]]];
	    var gi3 = gradP[i+ 1+perm[j+ 1+perm[k+ 1]]];
	
	    // Calculate the contribution from the four corners
	    var t0 = 0.6 - x0*x0 - y0*y0 - z0*z0;
	    if(t0<0) {
	      n0 = 0;
	    } else {
	      t0 *= t0;
	      n0 = t0 * t0 * gi0.dot3(x0, y0, z0);  // (x,y) of grad3 used for 2D gradient
	    }
	    var t1 = 0.6 - x1*x1 - y1*y1 - z1*z1;
	    if(t1<0) {
	      n1 = 0;
	    } else {
	      t1 *= t1;
	      n1 = t1 * t1 * gi1.dot3(x1, y1, z1);
	    }
	    var t2 = 0.6 - x2*x2 - y2*y2 - z2*z2;
	    if(t2<0) {
	      n2 = 0;
	    } else {
	      t2 *= t2;
	      n2 = t2 * t2 * gi2.dot3(x2, y2, z2);
	    }
	    var t3 = 0.6 - x3*x3 - y3*y3 - z3*z3;
	    if(t3<0) {
	      n3 = 0;
	    } else {
	      t3 *= t3;
	      n3 = t3 * t3 * gi3.dot3(x3, y3, z3);
	    }
	    // Add contributions from each corner to get the final noise value.
	    // The result is scaled to return values in the interval [-1,1].
	    return 32 * (n0 + n1 + n2 + n3);
	
	  };
	
	  // ##### Perlin noise stuff
	
	  function fade(t) {
	    return t*t*t*(t*(t*6-15)+10);
	  }
	
	  function lerp(a, b, t) {
	    return (1-t)*a + t*b;
	  }
	
	  // 2D Perlin Noise
	  module.perlin2 = function(x, y) {
	    // Find unit grid cell containing point
	    var X = Math.floor(x), Y = Math.floor(y);
	    // Get relative xy coordinates of point within that cell
	    x = x - X; y = y - Y;
	    // Wrap the integer cells at 255 (smaller integer period can be introduced here)
	    X = X & 255; Y = Y & 255;
	
	    // Calculate noise contributions from each of the four corners
	    var n00 = gradP[X+perm[Y]].dot2(x, y);
	    var n01 = gradP[X+perm[Y+1]].dot2(x, y-1);
	    var n10 = gradP[X+1+perm[Y]].dot2(x-1, y);
	    var n11 = gradP[X+1+perm[Y+1]].dot2(x-1, y-1);
	
	    // Compute the fade curve value for x
	    var u = fade(x);
	
	    // Interpolate the four results
	    return lerp(
	        lerp(n00, n10, u),
	        lerp(n01, n11, u),
	       fade(y));
	  };
	
	  // 3D Perlin Noise
	  module.perlin3 = function(x, y, z) {
	    // Find unit grid cell containing point
	    var X = Math.floor(x), Y = Math.floor(y), Z = Math.floor(z);
	    // Get relative xyz coordinates of point within that cell
	    x = x - X; y = y - Y; z = z - Z;
	    // Wrap the integer cells at 255 (smaller integer period can be introduced here)
	    X = X & 255; Y = Y & 255; Z = Z & 255;
	
	    // Calculate noise contributions from each of the eight corners
	    var n000 = gradP[X+  perm[Y+  perm[Z  ]]].dot3(x,   y,     z);
	    var n001 = gradP[X+  perm[Y+  perm[Z+1]]].dot3(x,   y,   z-1);
	    var n010 = gradP[X+  perm[Y+1+perm[Z  ]]].dot3(x,   y-1,   z);
	    var n011 = gradP[X+  perm[Y+1+perm[Z+1]]].dot3(x,   y-1, z-1);
	    var n100 = gradP[X+1+perm[Y+  perm[Z  ]]].dot3(x-1,   y,   z);
	    var n101 = gradP[X+1+perm[Y+  perm[Z+1]]].dot3(x-1,   y, z-1);
	    var n110 = gradP[X+1+perm[Y+1+perm[Z  ]]].dot3(x-1, y-1,   z);
	    var n111 = gradP[X+1+perm[Y+1+perm[Z+1]]].dot3(x-1, y-1, z-1);
	
	    // Compute the fade curve value for x, y, z
	    var u = fade(x);
	    var v = fade(y);
	    var w = fade(z);
	
	    // Interpolate
	    return lerp(
	        lerp(
	          lerp(n000, n100, u),
	          lerp(n001, n101, u), w),
	        lerp(
	          lerp(n010, n110, u),
	          lerp(n011, n111, u), w),
	       v);
	  };
	
	  return module;
	}
	
	$CommonUI.echarts3('#main',option);